[b]Note:[/b] This is [i]not[/i] a Mage:the Ascension Game, nor a World of Darkness one; it just uses the Mage:the Ascension system. So no Traditions, no Technocracy, no Disaprate Alliance; Nephandi may exist, but independently of their WoD counterparts. [center][B][i]After[/i] the Yoke: A Science Fantasy Academy RP[/b] [IMG]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSqi4Z-czvGgmtdngZKV6YNJBcLVmBkBqT62fciaZ1FqysIs3PS[/IMG] [B]Credits to Camby from Alternatehistory.Com for giving me permission to use the Drakul[/B][/center] We spent so much time warring against each other, and not much time gazing upwards, towards the stars. Nevertheless, we had warning, warning when their ships came into the system, taking their time coming to us, allowing us time to panic and prepare. New stars appeared in the sky those days, points of light from the reflective hulls of their dreadnoughts, portents of the calamity to come. For this was our first Alien Invasion. Oh, we did fight. We destroyed one-fourth of their fleet with our entire nuclear arsenal, then mobilized for total war. And we got it. As they landed, we were surprised - the Aliens' leaders looked like the dragons of myth; great flying lizards both strong and magnificent. They even had a similar name, [i]the Drakul[/i]. They were ruthless, cruel, and gifted not just with strength and flight, but also the ability to breathe fire and electricity. Following them were armies of races they had enslaved, armies that were not only armed with technology beyond our ken, but also feared their masters' wrath more than death in battle. We fought hard, and strong, but eventually, our cities burned, our forces and navies swarmed under, our mountains leveled, and, finally, after seven years of war in which two billion people died, we surrendered to The Yoke. All we had to do was simple: Build technology for the Drakul - the other slave races would teach us - and use said technology to extract resources and build palaces for them, as well as fight their battles elsewhere in the galaxy. Ironically, in our servitude, we became more unified, less prejudiced against each other, and more technologically advanced than ever before. Nevertheless, life was harsh, with the Drakul's whims governing our lives. Then, one day, reality itself changed, thanks to a quantum physics experiment conducted by one of the Drakul. This change in reality caused many humans and members of the other slave races to gain strange powers, powers that violated the rational rules of the Universe. And with this empowerment, came a dream long-lost, a dream of freedom. For the Drakul, although the ones who changed reality, were exempt from the changes made to it. Roused to action, we worked with the other Slave Races, our partners and rivals in servittude, and rose up, wielding the fires of Magic and Science against the Drakul, helped by defectors and heretics from their side. For three years, we fought, making many sacrifices, enduring many privations, until we, and the other races, won our freedom, and forced the Drakul to concede defeat. And thus, we began rebuilding, recovering lost knowledge, bringing back institutions thought lost, regaining confidence in ourselves. You are part of the first generation to be raised in Freedom. Whether Human or Alien, you have shown great potential, in intellect and magic, and so the United Republics of Earth have built a School for you, an Academy in which you can explore your talents, in order to create a new galaxy, a galaxy of peace and coexistence. And so, the Academy of the Nine Spheres is open for you. [B]Mods:[/b] Letter Bee [B]Types of Magic (Ripped off from Mage the Ascension)[/b] [hider=Types of Magic] There are 9 different types of Magic Power. [i]Correspondence:[/i] The magic of Communication and Transportation [i]Entropy:[/i] The magic of Fate and Death [i]Forces:[/i] The magic of fireballs, lightning strikes, and freeze rays [i]Life:[/i] The magic of healing or Biological construct [I]Matter:[/I] The magic of matter and manipulating it. [I]Mind:[/I] The magic of Enthrallment, Empathy, and Mental Organization [I]Prime:[/I] The magic of magic, making magic permanent, affecting people's magical circuits [I]Spirit:[/I] The magic of the Soul, and manipulating the unseen supernatural worlds of ghosts and ethers [I]Time:[/I] The magic of Time, and Time Manipulation Each type has a measured level of power from 1 to 5. Level 1 allows you to perceive most magics of that type. Below are examples of each level in power. Level 2, is where you can do the little power stuff. You can affect things in small ways: [B]Correspondence: [/B]Send uninterceptible messages, or cast a ward, stopping incoming teleporters or preventing magical eavesdropping, [B]Entropy:[/B] Affect Probability in small instances (like dice rolls), Break Simple Machines, predict future, Talk with Ghosts. Forces: Featherfall, Ball Lightning, [B]Life:[/B] Heal yourself (Just yourself, not other), [B]Matter:[/B] make an excellent counterfeit bill, [B]Mind:[/B] Give someone a mental compulsion, [B]Prime:[/B] Create Magitech, Set Magical Patterns, Enchant a weapon to do damage unhealable by magic. [B]Spirit:[/B] Commune with Spirits, [B]Time:[/B] Get a prediction of the future (not perfect) Level 3, is more powerful and allows you to push others... Correspondence: Teleportation & SuperSpeed, [B]Entropy:[/B] Break Complex Machines or Structures, Raise Skeletons [B]Forces:[/B] Palpatine Lightning Attacks, [B]Life:[/B] Heal others (if you have the knowledge) or Laying of the Hands, [B]Matter:[/B] Push matter beyond the confines of conventional thinking [B]Mind:[/B] Mental Command on a conscious level not subconscious or Dreamwalk, [B]Prime:[/B] Create complex magitech. Create biological magi-constructs (non-perpetuating), blast people with bolts of silver light whose damage cannot be healed by magic. [B]Spirit:[/B] Summon Spiritual Beings, [B]Time:[/B] Slow Time to a Crawl for you. Level 4, is super powerful, and is the maximum the Mage can do. [B]Correspondence:[/B] Mass Teleportation or Portals, [B]Entropy:[/B] Destroy Living Things, Create Complex Undead (with Prime) [B]Forces:[/B] Summon Storms, [B]Life:[/B] Affect Life in Complex ways [B]Matter: [/B]Create stable forms of matter that have magical properties (Orichalcum, Mithril, Nihilitic Fluids) [B]Mind:[/B] Dominate a person or Brainwash, [B]Prime:[/B] Merge Magitech into any human form, Siphon Magical Energy even from Ordinary Objects. [B]Spirit:[/B] Travel to the Spirit Realm, [B]Time: [/B]Set time (Conditional effects that go off on a specified criteria.) Level 5 is deity like, and unavailable to players and requires GM permission to even try to do. [B]Correspondence:[/B] Warp Space, Teleport to anywhere [B]Entropy:[/B] Destroy Thoughts and ideas, Perfect Prediction of the Future [B]Forces:[/B] Summon Hurricane, [B]Life:[/B] Perfect Transformation to another form [B]Matter:[/B] Make Materials that shatter the Laws of Physics [B]Mind: [/B]Mass Mental Control, Permanent Enthrallment [B]Prime:[/B] Make a place of Power of any scale, Siphon Magical Energy from Other Mages [B]Spirit:[/B] Bring Spiritual Entities into the material world [B]Time:[/B] Time Travel [/hider] After reading the above link, distribute 14 points among the 9 Spheres; you can have up to Level 4: [B]Correspondence:[/B] [B]Entropy:[/B] [B]Forces:[/B] [B]Life:[/B] [B]Matter:[/B] [B]Mind:[/B] [B]Prime:[/B] [B]Spirit:[/B] [B]Time:[/B] [B]Factions and Races:[/b] [B]The Drakul:[/b] Any Xenobiologist worth their salt would recognize that the Drakul were not the products of natural evolution, but were rather created, perhaps as weapons of war. It is also theorized that the creators of the Drakul were highly intelligent themselves, and wanted 'tools' that can take care of themselves and didn't want constant maintenance. Either way, the Drakul can naturally fly, breathe fire and electricity, and super-strong, and super-intelligent. Drakul Subfactions are the Children of the Stars and the Infernus Sect. [B]Children of the Stars/The Starborn:[/b] Formerly renegade Drakul who believe that all beings are all 'Children of the Stars', and that therefore none of them must be enslaved. Believe in using robots and paid workers instead of slaves; a solution that, while possible, isn't easy, practical, or economic for the Drakul Imperium. Until, that is, the Great Rising began. After siding with the rebeling slaves, the Children of the Stars 'flipped' their status, from persecuted sect, to rulers of the Drakul Species. [b]The Infernus Sect:[/b] The former prime sect of the Drakul, the Infernus Sect believes in a 'Holy Flame' that has chosen the Drakul to be rulers of all the other races. Thus, the Infernus used to be the prime slavers, generals, and priests of the Drakul, as well as the head of their Inquisition. Now, however, they are reduced to a handful of members, a handful hunted down by their former chattel. [b]The Kaisoken[/b]: A race of sentient crystal-like minerals bound by quantum pathways and transcendant intelligence. Floating gently, the Kaisoken communicate through impulses translated into audible speech, and are proficient in the control of magic (before the coming of magic, they were good at communications and communications tech), though they are limited in a straight fight. [b]The Gill[/b]: Combining reptilian and amphibian features, the Gill are evolved to live primarily in water, with long, slender limbs for powerful strikes ending in webbed hands. Hardy against poisons and extreme terrain, on account of the noxious swamps on their homeworld, they have moved to colonize other oceanic places, and are proficient skirmishers. [b]The Korta[/b]: Diminuitive beings resembling pachyderms, the Korta are highly intelligent and analytical, mostly serving as engineers and bureaucrats. Computer systems, locks, and riddles tend to fall quick before them. [b]The Tayanen[/b]: Clusters of sentient amorphous material locked into massive armored shells, the Tayanen deliver heavy firepower with high resistance to shock, heat, or trauma, having little vulnerable area. Nevertheless, they are slow to react, though their decision making ability when in a group can be very fast. [b]The United Republics of Earth:[/b] Earth was where Magic was first created/discovered, and Earth had the most intact institutions from before enslavement, and the most clear memories of freedom. Thus, it was also the world that was most ready to take advantage of Magic to raise its position among the stars, to take leadership of the other races. Not all is perfect, however; Humanity is also the race most aggressively grasping for advantage, leading to fears that it might become the new Drakul... [b]Rules:[/b] 1.) No Godmoding or Powergaming, aka no controlling other players' actions, no defeating your enemy in one shot, and no shrugging of all hits without a magical shield. 2.) Any consenting relationship between people of the same age group is allowed, whether it's Homosexual or Hetrosexual. If you cannot stand such things, [i]don't post here in the first place[/i]. 3.) You can be, sigh, villainous, but not psychotic. Your character must be able to work with others, even if its just to use them as meatshields or pack mules. 4.) At the same token, I'd like there to be at least one good-alinged, intelligent, competent, and somewhat diplomatic person in the group. 5.) Be polite to others. 6.) Unlike Mage the Ascension, you can teach Magic to others. [B]Character Sheet:[/b] Name: Species: Appearance: Bio: Age: Skills (Spheres go here): Personality: Credits to BlackWave from Alternatehistory.Com for helping develop the races!